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= History of Momuzsuvas (Cryptlustrous) =
 
= History of Momuzsuvas (Cryptlustrous) =
  
== Physical Description ==
+
This is a wonderful map location, excepting the lack of iron which could be bad.  I've got two extensive cave systems already, and I haven't ventured that deep.  The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16.  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them. 
 +
I've still not found a single sedimentary layer, so no iron ore yet available.  (I need more anvils!)
  
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)
+
Without any screw pumps and no "piston" magic, I've got magma industry only 15 levels below the valley floor!
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10. 
 
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them. 
 
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 "piston" magic], I've got magma industry only 15 levels below the valley floor!
 
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.
 
  
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yetHot stone detected at level -39 and lower, making it difficult to go deeper.  
+
I have just completed two years of game time.  We had a large immigrant wave after one year, none at other timesOne dwarf starved himself after not being able to make an artifact.
  
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.
+
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.
Without steel, this will be a challenging first game for meDefensive design can only go so far, and I'm new at that as well...!
+
 
 +
In part of the first cave system, on level -9, there is a village of eight "reptile men"Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.
 +
 
 +
During the second winter, final construction in preparation for magma industry was completed down on level -15The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around. He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!
  
 
== Saves ==
 
== Saves ==
Line 20: Line 20:
 
* 7 Obsidian 1054 -- m
 
* 7 Obsidian 1054 -- m
 
* 24 Obsidian 1054 -- n.  During the goblin ambush.
 
* 24 Obsidian 1054 -- n.  During the goblin ambush.
* 26 Granite 1055 -- d
 
* 9 Slate 1055
 
* 24 slate 1055 -- f
 
  
 
== Roster ==
 
== Roster ==
  
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:
+
A few of the important guys with higher skills.
* 7/7 initial dwarves (group A)
 
* + 12/12 immigrants (group B)
 
* + 17/18 immigrants (group C)
 
* + 20/21 immigrants (group D: 16 Slate 1054)
 
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)
 
* + 5 kids (group k)
 
* total = 76/78 adults, 7 kids.
 
 
 
=== Skills ===
 
 
 
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.
 
 
 
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.
 
 
* Leatherworker - Amalolin (Legendary)
 
* Leatherworker - Amalolin (Legendary)
*
 
 
 
* Tanner - Tekkuduthar (Proficient)
 
* Tanner - Tekkuduthar (Proficient)
 
* Butcher - Vudtharolin (Talented) unreliable
 
* Butcher - Vudtharolin (Talented) unreliable
 
* Maruledtol - Bowyer (Talented)
 
* Maruledtol - Bowyer (Talented)
 
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.
 
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner
 
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper
 
* T Akrulbetan - Talented Trapper, Competent Armorsmith
 
* T Mothkatekzong - talented animal dissector, adequate siege operator
 
* T Uzolthukut -  talented potash maker, skilled glassmaker
 
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker
 
* T Limirimush - talented diagnostician, talented wound dresser
 
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!
 
* T Idstorlut! - peasant, adequate wound dresser
 
* T Oltarduthnur! - peasant, adequate warrior!
 
 
=== Nicknaming Scheme ===
 
 
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.
 
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!
 
 
I like being able to tag dwarves with nicknames that include their "age" at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:
 
* Fortress founders: A1, A2, ... A7.
 
* first immigrants: _B01, _B02, _B03, _B04, ... _B12
 
* second wave of immigrants: __C01, __C02, ... __C17
 
* etc.
 
Note:
 
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.
 
* If a "generation" of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.
 
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.
 
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!
 
 
=== Military ===
 
 
The Dabbling Silvers - melee squad.  mostly macedwarves.
 
* c11 alathkerlig  +bronze axe+
 
* c17 ulengalath  *silver mace*
 
* d08 dodoktel
 
* e09 dalzatas
 
* e03 idenunnos
 
* e08 bidokasen
 
* e10 stikudzar (clothier)
 
 
The Golden Barbs - crossbowdwarves
 
* r1 rigothenshal
 
* r1 sarveshathel
 
* e18 oltarduthnur
 
* e19 rashid
 
* c03 idroder (bowyer)
 
* d13 babinrigoth
 
* d02 sibrekvukrig
 
 
== Early History ==
 
 
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.
 
 
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.
 
 
In part of the first cave system, on level -9, there is a village of eight "reptile men".  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.
 
 
<gallery align="right" perrow="2">
 
File:Maunder-L-15-magmadesign.png|magma industry (upper)
 
File:Maunder-L-16-magmadesign.png|magma supply (lower)
 
</gallery>
 
During the second winter, final construction in preparation for magma industry was completed down on level -15. 
 
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)
 
 
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''
 
  
 
== Year 1054 ==
 
== Year 1054 ==
Line 192: Line 109:
  
 
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.   
 
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.   
[[File:Maunder-ugfarm1.png|thumb]] The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.   
+
The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.   
  
 
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.
 
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.
Line 214: Line 131:
 
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.   
 
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.   
 
* 24 Obsidian
 
* 24 Obsidian
<gallery align="right" perrow="2">
+
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only the five would try walking through my gauntlet we might catch them all.  The gauntlet to enter currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active.  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.
File:Maunder-mainent1.png|main entrance, bridge up
 
File:Maunder-gauntlet1.png|below ground gauntlet
 
</gallery>
 
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.
 
 
* 25 Obsidian
 
* 25 Obsidian
 
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)
 
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)
 
 
== Year 1055 ==
 
== Year 1055 ==
 
* 5 Granite
 
* 5 Granite
Line 227: Line 139:
 
* 12 Granite
 
* 12 Granite
 
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!
 
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!
* 14 Granite
 
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.
 
* 17 Granite
 
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?
 
* 19 Granite
 
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting. 
 
 
Domaskulet Gemcutter has given birth to a girl!
 
* 20 Granite
 
It looks like we got 20 migrants, plus 2 kids (two male children).
 
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!
 
* 17 Slate
 
Okay I've finally got a military crew together.  Two squads of seven dwarves each: one melee (mostly macedwarves) and the other crossbowdwarves.  See above.  Still, with all the new migrants, I'm having a hard time keeping people busy.  It seems like there are a lot of idlers now.  I can turn off hauling labors for all specialists, maybe?
 
 
* 18 Slate
 
Ngordax, Forgotten Beast is no longer enraged.  Huh?  I've never heard of this beast, and it's not listed in my units.  The message is in white.  Is he on my map, then, undiscovered?
 
*26 Slate
 
The Forgotten Beast Ngordax has come!  A great one-eyed ass.  It has thin wings of stretched skin and it is slavering.  Its mint green hair is unkempt.  Beware its poisonous bite!
 
There he is, down in cave system 3.  I have a small bridge entrance there, but trying to build a segment of wall from it.  Hopefully can get that built before he comes over.
 

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